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Giff

conversion by Chris Dickinson and the Spelljammer Mailing List


B&W illustration by Aaron Siddall
adapted to 3.5e by Static
(based on the Giff from the AD&D Adventures in Space boxed set)

Also see:  Giff Monster Class

Large Monstrous Humanoid


Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 Size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4 / +14
Attack: Greatsword +9 melee (3d6+9/19-20), or large arquebus1 +3 ranged (3d6/x3)
Full Attack: Greatsword +9 melee (3d6+9/19-20), or large arquebus1 +3 ranged (3d6/x3)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Head Butt
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 22, Dex 10, Con 15, Int 8, Wis 8, Cha 10
Skills: Craft (armorsmithing) +5, Hide -4, Intimidate +7*
Feats: Exotic Weapon Proficiency (firearms), Great Fortitude
Environment: Any land
Organization: Squad (2-5), Platoon (5-20), Company (20-40), Regiment (40-100+)
Challenge Rating: 3
Treasure: 1/2 coins
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +3

This creature is thick-skinned and hippopotami-headed. It stands almost nine feet tall, and appears to
be powerfully muscled.
The Giff are a race of powerfully muscled mercenaries. They are civilized, though due to their nature,
Wizards are scarce among their race. Giff hire on with various groups throughout the universe as
mercenaries, bodyguards, enforcers, and general legbreakers.
The Giff is a humanoid, with stocky, flat, cylindrical legs and a humanoid torso, arms, and fingers. Its
chest is broad and supports a hippopotamus head with a natural helmet of flexible, chitinous plates.
Giff come in colors ranging from black to gray to gold, and many have colorful tattoos that leave their
bodies a patchwork record of past victories. Giff speak Giant and Common.
Combat
The Giff pride themselves on their weapon skills, and any Giff will have a number of swords, daggers,
maces, and similar tools on hand to deal with troublemakers. A Giff's true love in weaponry is the gun.
Though the flash, noise and damage is what most impress them, their large bulky bodies make the guns
awkward to use.
Head Butt (Ex): An unarmed giff can use its head in attacking. The top of the giff's head and snout are
plated with thick, chitinous plates, flexible enough to permit motion, but giving the creature a natural
helmet. When making a charge attack, the Giff may use the plates on its head to do a head butt. This
attack does 1d6+6 points of damage.
Skills: * Due to their menacing appearance and reputation, giff base Intimdate checks on their Strength,
not Charisma.

Giff as Characters
Almost all exceptional giff are fighters. Giff cannot take a class that can cast spells.
Giff characters possess the following racial traits.
 +12 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom.
 Large Size. -1 penalty to Armor Class, -4 penalty to Hide checks, +4 bonus on grapple checks,
lifting and carrying limits double those of Medium characters.
 Space/Reach: 10 feet/10 feet.
 A giff's base land speed is 30 feet.
 Darkvision out to 60 feet.
 Racial Hit Dice: A giff begins with four levels of monstrous humanoid, which provide 4d8 Hit
Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
 Racial Skills: A giff's monstrous humanoid levels give it skill points equal to 7 x (2 + Int
modifier, minimum 1). Its class skills are Craft (armorsmithing) and Intimidate. Giff use their
Strength bonus instead of Charisma for Intimidate.
 Racial Feats: A giff's monstrous humanoid levels give it two feats.
 Weapon Proficiency: A giff is proficient with all simple and martial weapons.
 +5 natural armor bonus.
 Special Attacks (see above): Head Butt.
 Automatic Languages: Common, Giant. Bonus Languages: Elven, Dwarven, Orc, Goblin.
 Favored Class: Fighter.
 Level adjustment +3.

In The Spheres
Giff platoons can be hired by those looking for their muscle. The Arcane do a small business in Giff
mercenaries, but usually local contractors perform the task.
On board ship, the Giff have their own quarters, and will often request to bring on their own large
weapons. They favor greek fire projectors and bombards for ground work, and will happily blaze away
at opponents, regardless of the tactical situation. The Giff require the ships of others because they
rarely have spellcasting abilities of their own.
The Giff homeworld is the stuff of legend—as no living Giff has seen it. Some tales say that the
homeworld was destroyed by the Giff, who were rescued by the Arcane. Others say that the Giff sold
their planet and their lives to the Arcane in exchange for Spelljamming helms that most of them could
not use. Still others say that the Giff homeworld is just beyond the range of one's ship, in a land where
such warrior races are common, and the losers are exiled to the known worlds.
Whatever the truth, the Giff describe their homeworld in legendary terms—a thick, verdant jungle,
covered with swamps, mangrove trees, and fruit plants. The few mountains are rich in metals, caches of
weapons, and gunpowder.
Scro
conversion by Static
illustration by Mark Doolan
(based on the Scro from Monstrous Compendium: Spelljammer Appendix II [MC9])

Also see:  Scro War Priest of Dukagsh

Typical Scro Soldier, 3rd-Level


   Scro, 1st-Level Warrior    Warrior
Medium Humanoid (Orc) Medium Humanoid (Orc)
Hit Dice: 1d8+2 (6 hp) 3d8+6 (19 hp)
Initiative: +1 (Dex) +1 (Dex)
Speed: 30 ft. (6 squares) 20 ft. in spiked breastplate (4 squares);
base 30 ft. (6 squares)
Armor Class: 14 (+3 studded leather armor, +1 Dex), 16 (+5 spiked breastplate, +1 Dex),
touch 11, flat-footed 13 touch 11, flat-footed 15
Base Attack/Grap +1 / +4 +3 / +6
ple:
Attack: Battleaxe +4 melee (1d8+3/x3), or bite Greataxe +6 melee (1d12+4/x3), or bite
+4 melee (1d3+3), or shortspear +2 +6 melee (1d3+3), or light crossbow +4
ranged (1d6+3) ranged (1d8/19-20)
Full Attack: Battleaxe +4 melee (1d8+3/x3), or bite Greataxe +6 melee (1d12+4/x3), or bite
+4 melee (1d3+3), or shortspear +2 +6 melee (1d3+3), or light crossbow +4
ranged (1d6+3) ranged (1d8/19-20)
Space/Reach: 5 ft. / 5 ft. 5 ft. / 5 ft.
Special Attacks: — —
Special Qualities: Darkvision 60 ft. Darkvision 60 ft.
Saves: Fort +4, Ref +1, Will -1 Fort +5, Ref +2, Will +0
Abilities: Str 17, Dex 13, Con 14, Int 10, Wis 9, Str 17, Dex 13, Con 14, Int 10, Wis 9,
Cha 6 Cha 6
Skills: Craft (armorsmithing) +1, Craft Craft (armorsmithing) +1, Craft
(weaponsmithing) +1, Listen +0, (weaponsmithing) +1, Listen +1,
Spot +0 Spot +1
Feats: Power Attack Improved Unarmed Strike, Power
Attack
Environment: Any Any
Organization: Squad (3-6 plus 1 4th-level sergeant), Solitary or with squad, platoon, or
platoon (11-20 plus 4 4th-level company
sergeants, 1 7th-level captain and 1 7th-
level war priest), or company (43-100
plus 1 4th-level sergeant per 5 soldiers,
1 6th-level captain and 1 7th-level war
priest per 4 sergeants, and 1 9th-level
general)
Challenge Rating: 1/2 2
Treasure: Standard Standard
Alignment: Usually lawful evil Usually lawful evil
Advancement: By character class By character class
Level Adjustment +1 +1
:

Scro War Priest, 3rd-Level


Cleric/3rd-Level Sorcerer/1st-Level
   Scro Sergeant, 4th-Level Fighter    War Priest of Dukagsh
Medium Humanoid (Orc) Medium Humanoid (Orc)
Hit Dice: 4d10+12 (34 hp) 3d8+6 plus 3d4+6 plus 1d8+2 (39 hp)
Initiative: +2 (Dex) +0
Speed: 20 ft. in spiked +1 breastplate (4 30 ft. (6 squares)
squares); base 30 ft. (6 squares)
Armor Class: 18 (+6 spiked +1 breastplate, +2 Dex), 15 (+5 spiked +2 studded leather
touch 12, flat-footed 16 armor), touch 10, flat-footed 15
Base Attack/Grap +4 / +9 +4 / +7
ple:
Attack: Masterwork greatsword +10 melee +2 battleaxe +9 melee (1d8+5/x3), or
(2d6+7/19-20), or bite +9 melee (1d3+5), bite +7 melee (1d3+3), or wheel lock
or wheel lock pistol1 +6 ranged pistol1 +4 ranged (1d10/x3)
(1d10/x3)
Full Attack: Masterwork greatsword +10 melee +2 battleaxe +9 melee (1d8+5/x3), or
(2d6+7/19-20), or bite +9 melee (1d3+5), bite +7 melee (1d3+3), or wheel lock
or wheel lock pistol1 +6 ranged pistol1 +4 ranged (1d10/x3)
(1d10/x3)
Space/Reach: 5 ft. / 5 ft. 5 ft. / 5 ft.
Special Attacks: — Spells—
Special Qualities: Darkvision 60 ft. Darkvision 60 ft., Ignore Spell Failure
15%, Rebuke Undead—
Saves: Fort +7, Ref +3, Will +1 Fort +8, Ref +2, Will +10
Abilities: Str 20, Dex 15, Con 16, Int 12, Wis 10, Str 17, Dex 10, Con 14, Int 10,
Cha 6 Wis 15, Cha 13
Skills: Craft (armorsmithing) +3, Craft Concentration +8, Craft
(weaponsmithing) +3, Intimidate +7*, (alchemy) +4, Intimidate +4*,
Listen +3, Spot +3 Knowledge (religion) +6, Sense
Motive +3, Spellcraft +2
Feats: Cleave, Endurance, Exotic Weapon Combat Casting, Exotic Weapon
Proficiency (firearms), Improved Proficiency (firearms), Improved
Unarmed Strike, Power Attack Unarmed Strike
Environment: Any Any
Organization: Solitary or with squad, platoon, or Solitary or with squad, platoon, or
company company
Challenge Rating: 4 7
Treasure: Standard Standard
Alignment: Usually lawful evil Always lawful evil
Advancement: By character class By character class
Level Adjustment: +1 +1
At first glance, this humanoid looks like a primitive human with gray skin and coarse hair, but it stands
proud and erect. It has a pig-like face with prominent lower canines that resemble a boar's tusks.
The scro are a highly militaristic and violent race that has only recently appeared in Wildspace. Though
still rare, wildspace travelers will unfortunately see much more of them if present trends continue.
Scro resemble big, fully armed and armored orcs. They stand tall and straight compared to normal orcs,
but still share their pig-like snouts. They often sharpen and decorate their large canine teeth with gems
and gold. Their skin color ranges from gray to burnt orange to moss green—sometimes even jet black
or albino.
A scro's uniform is spiked studded leather, but they also wear other armor to battle. The armor is
always jet black, and is well maintained, just like their numerous weapons. They carry no flags or
standards, but each scro wears an insignia as a patch on their shoulder or the left side of their chest.

Combat
Scro live for combat. They are well disciplined, their bloodthirsty nature tempered with pragmatism
and cunning. They fight with any weapon on hand, but scro are also experts at unarmed combat and can
deliver a terrible bite if all else fails. War priests also sometimes use poison to coat their armor spikes.
Unlike normal orcs, direct sunlight does not affect scro combat ability.
Skills: * Due to their size and reputation, scro use their Strength modifier for Intimidate checks.

Scro Society
Scro society is regimented, following a complex system of laws and customs that call for loyalty and
obedience. Leaders are respected and obeyed. On their homeworld, the scro live in spartan cities of
10,000 to 100,000 scro. The population is divided into 24 tribes, each led by an Almighty Leader. The
entire planet is rules by the Ultimate High Overlord who is guarded by 24 captains, one from each
tribe.
The scro aren't interested in conquering the universe—their holy mission is to drive all non-scro races
out of wildspace.

Scro as Characters
Scro leaders tend to be fighters. Scro clerics and war priests worship Dukagsh. A scro cleric or war
priest has access to two of the following domains: Evil, Protection, Strength, or War (favored weapon:
any axe). Most scro spellcasters are cleric/wizards or scro war priests. Scro war priests favor spells that
deal damage and protect their troops.
Scro possess the following racial traits.
 +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
 A scro's base speed is 30 feet.
 Darkvision out to 60 feet.
 Scro use their Str modifier for their Intimidate skill instead of Cha.
 Natural Weapons: Bite (1d3).
 Orc Blood: For all effects related to race, a scro is considered an orc. Scro, for example, are just
as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic
items that are only usable by orcs.
 Automatic Languages: Orc, Elven. Bonus Languages: Common, Goblin, Giant, Draconic.
 Favored Class: Fighter.
 Level adjustment +1.
The scro warrior presented here had the following ability scores before racial adjustment: Str 13, Dex
11, Con 12, Int 10, Wis 9, Cha 8.

Half-scro as Characters
Scro can cross-breed with other races just as orcs can. Treat half-scro characters as normal half-orcs.
Half-orcs raised in scro society have Fighter instead of Barbarian as their favored class.

Scro War Priest


Rebuke Undead (Su): A war priest of Dukagsh can rebuke undead 4/day.

In the Spheres
In the centuries that followed the First Unhuman Wars, the followers of Dukagsh sequestered
themselves in a distant sphere to rebuild their power. Scro have been a legend ever since, rarely seen at
the edges of the Known Spheres. They make use of strange, new ships designed for an eventual war
against the Elven Fleet.
Grommam
conversion by Static
(based on the Grommam from Monstrous Compendium: Spelljammer Appendix [MC7])

Grommam, 1st-Level Warrior


Medium Humanoid (Grommam)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 20 ft. (4 squares), climb 40 ft. (8 squares)
Armor Class: 15 (+1 Dex, +4 chain shirt), touch 11, flat-footed 14
Base Attack/Grapple: +1 / +6
Attack: Morningstar +4 melee (1d8+3), or light crossbow +2 ranged (1d8/x3)
Full Attack: Morningstar +2 melee (1d8+3) and kukri +2 melee (1d4+3/18-20), or light crossbow +2
ranged (1d8/x3)
Space/Reach: 5 ft. / 10 ft.
Special Attacks: —
Special Qualities: Ambidexterity, Reach
Saves: Fort +3, Ref +1, Will -2
Abilities: Str 17, Dex 13, Con 12, Int 8, Wis 7, Cha 8
Skills: Balance +2, Climb +11*, Tumble +2
Feats: Two-Weapon Fighting**
Environment: Any
Organization: Alone, family (2-3 with 1-4 noncombatants), clan (20-30 families) or house (2-8 clans)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful good
Advancement: By character class
Level Adjustment: +2

The humanoid has a long-armed and heavy upper-body musculature. Its five foot tall body is covered
with copper-red fur except for its face, hands and feet.
Grommams are five foot tall, gorilla-like apes. Their armspans can reach up to nine feet across. Males
weigh 350-500 lbs., but females weigh half as much because of their lighter builds.
Grommams prefer loose, kimono-style clothes decorated in bright colors.

Combat
Grommams use almost any weapon that a human can, and some also enjoy wrestling and similar
martial arts. Their preferred armor is chainmail, but they tend to use multiple weapons instead of
carrying a shield.
Grommam receive a +2 racial bonus to grapple checks due to their long arms and strong upper body.
Ambidexterity (Ex): Grommams use both hands as their primary hand. When wielding two weapons,
if either is considered light, the penalties for two-weapon fighting are reduced by 2 each. Also, both
attacks use full Strength bonus (if any) to damage.
Reach (Ex): The grommam's long arms give it a natural reach much larger than other Medium
creatures. Treat a grommam character as having a reach equal to a creature one size larger. Grommams
can still attack adjacent foes, unless using a reach weapon.
Skills: * Grommams have a +8 racial bonus on Climb checks.
Feats: ** Grommams can take the Two-Weapon Fighting feat even if they do not meet the
requirements, due to their Ambidexterity.

Grommam Society
Grommams are a close-knit, religious people. They are grounds dwellers, though some grommams
make their homes up in the trees. In the family, males tend to do the heavy labor, while the eldest wife
makes the household decisions.

Grommams as Characters
Grommam decision-makers are female clerics. Males tend to be fighters or rogues. Grommam clerics
worship the many demigods that live among their people. A grommam cleric has access to two of the
following domains: Good, Law, and Protection.
Grommam characters possess the following racial traits.
 +4 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom (male) or -2 Strength, -2 Dexterity, +2
Intelligence, +2 Wisdom (female).
 Size Medium.
 A grommam's base land speed is 20 feet.
 A grommam has a climb speed of 40 feet.
 +8 racial bonus on Climb checks.
 +2 racial bonus on grapple checks.
 Special Qualities (see above): Ambidexterity, Reach.
 Automatic Languages: Common and Grommish. Bonus Languages: Elven, Sylvan, Dwarven.
 Favored Class: Fighter (male) or cleric (female).
 Level adjustment +2.
The male grommam warrior presented here had the following ability scores before racial adjustments:
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Selkie, Star
conversion by Mark Doolan; illustration by Ron Pollard
(based on the Selkie, Star from Monstrous Compendium: Spelljammer Appendix #2 [MC9])

Medium Magical Beast (Shapechanger, Wildspace)


Hit Dice: 4d10 (22 hp)
Initiative: +0
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +4 / +6
Attack: Slam +6 melee (1d8+3)
Full Attack: Slam +6 melee (1d8+3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: —
Special Qualities: Alternate Form, Darkvision, Natural Spelljammer, Wildspace Traits[new]
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 14, Dex 10, Con 11, Int 13, Wis 12, Cha 13
Skills: Diplomacy +6, Knowledge (wildspace) +4, Listen +5, Sense Motive +6, Spot +13
Feats: Alertness, Flyby Attack
Environment: Wildspace or phlogiston
Organization: Solitary, family (2-5) or enclave (6-24)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +2

Star Selkies are shapechangers. When in their human form they are strikingly beautiful. Like terrestrial
selkies, they have striking green, blue, or black eyes, with irises that sparkle with an inner light.
Though somewhat absent minded, they are highly intelligent and well versed in the lore of wildspace.
In human form, the selkie communicates in both its own language and Common. In thier star selkie
form they speak in a language that sounds much like a whale songs. To date, no other race understands
this musical language.

Combat
In flight, star selkies in its natural form uses its armored prow as battering ram that does 1d8+3 points
of damage, after impact the selkie then extrudes ten tentacles that automatically hit impaled victims.
These tentacles, tipped with lamprey-like mouths, attach to the victims and drain 1 hit point per round.
A successful strength check at DC 18 to destroys one tentacle. A victim can roll to destroy a tentacle
once per round. When in human form it attacks with a weapon. The most common weapon found
amoung star selkies are khopesh. The khopesh is a One-Handed Exotic Weapon—Melee: Cost 20 gp,
Damage 1d8, Critical 19-20/x2, Range —, Weight 12 lbs., Type Slashing. A Character can use a
khopesh to make trip attacks due to its hooklike blade. If the wielder is tripped during a trip attempt,
the character can drop the khopesh to avoid being tripped.
Alternate Form (Su): A star selkie's natural form is a large bullet shaped body having razor sharp
guide fins and a prow. It has a tough natural armor which protects it from harm. It can assume one other
form, that of a medium sized human. The star selkie may retain thier human form two weeks at a time
after which it must then spend a like amount of time in its natural from.
In their human form, star selkies have the same stats except as noted below.
 Speed: 30 ft. (6 squares)
 AC: 10
 Attack: Khopesh +6 (1d8+2/19-20)
 Full Attack: Khopesh +6 (1d8+2/19-20)
Wildspace Traits[new] (Ex): Star selkies do not require air, unless they are in their human form. They
don't suffer any penalties for being in zero-gravity in either form.

Star Seklies as Characters


Star selkie characters possess the following racial traits.
 +4 Strength, +2 Constitution, +2 Intelligence, +2 Charisma.
 A star selkie's base fly speed is 30 feet (good). In their alternate from, they loose their fly speed,
but their base land speed is 30 feet.
 Darkvision is out to 120 feet.
 Racial Hit Dice: A star selkie begins with four levels of magical beast, which provide 4d10 Hit
Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.
 Racial Skills: A star selkie's magical beast levels give it skill points equal to 7 x (2+ Int
modifier, minimum 1). Its class skill are Diplomacy, Knowledge (wildspace), Listen, Sense
Motive, and Spot. They also gain a +4 racial bonus to Spot checks (from the Wildspace trait).
 Racial Feats: A star selkie's monsterous beast levels give it two feats.
 Weapons and Armor Proficiency: Star Selkie's are proficient with all simple weapons, and with
khopesh.
 +8 natural armor bonus when in its natural form (not its alternate form).
 Special Qualities (see above): Alternate form, natural spelljammer, wildpspace traits.
 Automatic Languages: Common and Star Selkie. Bonus Languages: Dwarven, Elven, Gonn and
possibly others at DM discretion.
 Favored Classes: Rogue.
 Level Adjustment: +2.

In the Spheres
Star selkie communities resemble to their terrestrial counterparts with a egyptian style. If anything, star
selkies are more gregarious than their sea-going kin, occasionally even settling larger human habitation
in selkie enclaves. A number of selkie merchants deal in "reclaimed goods". Some star selkies are
attracted to a human and take him or her as a mate, offsprings form such unions breed true as selkies.
It is said that star selkies originated from a group of Ptah worshippers whose colony barge crashed on a
barren asteroid. In answer to their prayers of salvation, Ptah turned them into the graceful, space-
adapted selkies. However, there is only circumstantial evidence of this legend. The star selkie elders are
said to be priest of Ptah.

Gnome, Tinker
conversion by Adam "Night Druid" Miller
document last updated on the 21st of April, 2005

The gnomes of wildspace are tinkers, inventors, and alchemists. They are descendants of the tinker
gnomes of Krynn who expanded into wildspace many centuries ago. They can now be found
everywhere in the Known Spheres, much to the distress of every other race. Wildspace gnomes are
most (in)famous for a love of mechanical devices with many bells, whistles, and make much noise and
usually do little or nothing at all.
Personality: Wildspace gnomes are inventive and creative, enthusiastically pursing a life goal to
explore the limits of science and technology. The fact that their inventions most often fall apart, fail to
work, or explode spectacularly does nothing to dampen their spirits. A gnome works and thinks hard
and fast, often speaking so fast that its nearly impossible for other races to keep up.
Physical Description: Gnomes are about 3 feet tall and weigh 45 to 50 pounds, with almost no
difference between the sexes. Gnomes have brown skin and black, brown, or most often white hair.
Their eyes are blue or violet in color. They are stocky but nimble, spending their lives deftly darting
through their machines and avoiding moving parts and flying shrapnel. Gnomes often appear quite
disheveled as they do not have time for personal hygiene. They wear simple clothes with aprons with
many pockets and tool hoops, as well as large, heavy tool belts. A gnome is never seen without several
dozen strange-looking tools and devices.
Gnomes speak very rapidly, but because they must include every conceivable detail in their run-on
sentences, it actually takes much longer for two gnomes to have a conversation than other races on the
same subject. When talking to other races, gnomes must forcibly slow down the rate of their own
speech, sounding like an adult talking to a very young and dumb child, which is how they view those
that cannot keep pace with them.
Relations: Gnomes have nothing against any race and get along with everyone else, for their part. Other
races distrust and dislike the little tinkers, as their machines have a habit of exploding unexpectedly.
For some, the worst crime ever committed by the gnomish race was the unleashing of the Giant Space
Hamsters upon an unsuspecting universe. As a result, gnomes often face imprisonment on trumped up
or false charges when in non-gnomish ports. Most races simply wish the gnomes would go away.
Alignment: Gnomes are neutral, rarely concerning themselves with the matters of good or evil. They
have, in theory, an extensive set of laws but are the final draft of these laws have been in committee for
the last several centuries, and show no signs of ever seeing the light of day.
Wildspace Gnome Lands: Wildspace gnomes can be found in small enclaves in most major ports in
addition to settling colonies of their own. Gnomes prefer small, iron-rich asteroids and minor planets
without any native races, where they can invent and create in peace. Gnome colonies are marked by the
abandoned wrecks of past gnomish invention and vast ranches of giant space hamsters.
Religion: Gnomes worship Reorx, a forge-god from the world Krynn. Since arriving in wildspace,
some gnomes have adopted other gnomish gods and a few human gods as well. As such, small shrines
to Garl Glittergold, Baravar Cloakshadow, Gond, Hephaistos, and Flandal Steelskin can be found in
gnomish ports.
Language: Gnomes speak Common, but at such a rapid pace that non-gnomes cannot keep up. Their
vocabulary includes many technical and scientific terms that are meaningless to all but gnomes.
However, gnomes do have a universal word that sends every non-gnome in earshot fleeing in terror:
oops.
Names: All gnomes have a given name, which details their linage all the way back to the first gnomes,
which results in a name that can take hours or even days to say. When working with other races,
gnomes adopt a shorter nickname, most often the first few syllables of the gnome's name. Gnomes find
these nicknames a bit undignified, but find them a little "charming".
Male Names: Chokablock, Dyffed, Jaget, Meriado, Miggens, Naddeer, Richie, Walfrid, Zindig
Female Names: Dana, Gliich, Lotus, Marjoritops, Ratchet, Wegrecks
Guilds: Aerodynamics, Architecture, Astronomy, Biology, Chemistry, Communication, Defense,
Hydrodynamics, Kinetics, Spelljamdynamics, Thermodynamics, Transportation, Zoology
Adventurers: Gnomes in space represent the boldest and most daring of their race. It is their duty to
seek out new life and new civilizations, to boldly go where no gnome has ever gone before. Thus it is
not uncommon to find gnome adventurers hanging out with non-gnomes and in favorite adventurer
watering spots, hoping to find those people brave (or stupid!) enough to help them further the limits of
gnome knowledge.

Wildspace Gnome Racial Traits


Wildspace gnomes have the following racial traits:
 +2 Dexterity, +2 Intelligence, -2 Strength, -2 Wisdom. Gnomes are nimble and fleet of foot but
weaker than other races. A gnome has a sharp mind but is often oblivious to the danger around
him.
 Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on
attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use,
and his lifting and carrying limits are three-quarters of those of a Medium character.
 Gnome base land speed is 20 feet.
 +2 racial bonus to a Knowledge-related skill of the gnome's choice: gnomes spend much of their
childhood in study.
 Weapon Familiarity: Gnomes treat firearms as martial weapons rather than exotic weapons.
 Automatic Languages: Common and Gnome. Bonus Languages: Dwarven, Elven, Halfling,
Orc. Gnomes pick up a number of languages in their travels around wildspace.
 Favored Class: Special. A gnome's first class (the class he takes as a 1st-level character) is his
favored class. Gnomes tend to explore any path to its conclusion and are not easily sidetracked
once they have chosen a course.

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